C2 Performance, let's be honest...

Discussion and feedback on Construct 2

Post » Tue Feb 18, 2014 12:34 am

@Aphrodite it does not simulate web GL it does not recognise it,due to driver blacklisting so falls back to canvas 2D...
As long as I can move left, right and fire, I'm Happy...
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Post » Tue Feb 18, 2014 12:42 am

@Silverforce I'm not here to big up My "Rig" I know it's old, My point is that it's probably a fair average of what's out there being used, by ordinary folk..that You and I are making games for...

If I am having these problems, so will they, difference is they will not go chasing drivers and setting flags, they will be moaning about it to you and I...
As long as I can move left, right and fire, I'm Happy...
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Post » Tue Feb 18, 2014 12:55 am

And most PC users will know that drivers need to be up to date, its not a new issue as soon as they try to game on their desktop. The problem comes in when ATI/AMD and NVIDIA stop updating drivers for older GPUs. They seem to have a 5 year life-span on driver support. For NV, anything beyond 8800GT is not supported (updated), and last I checked, they don't update anything for the 8800 series for a long time. Their updated drivers only add function to newer graphic cards.

The hardware may be more than capable, but the drivers just aint there for it.
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Post » Tue Feb 18, 2014 12:55 am

You can set it to run with the 'use driver blacklist' flag disabled by default, I think in the manifest file, though you'll need to package it yourself that way with node webkit instead of using C2's nw export.
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Post » Tue Feb 18, 2014 2:31 am


I too have seen Node-Webkit "exe" revert back to software rendering on my brothers computer (which is 2x-4x faster than my laptop).

Meanwhile I'm getting 55-60-fps on my crappy laptop with only 20% CPU utilization.

While my brothers more powerful desktop is only getting 15-18 fps with 90% CPU utilization.

So the massive increase in CPU usage explains that it is software rendering on one computer, but hardware rendering on the other.

So from what I have read on these forums I understand that this issue is with Chrome 32 + Node-Webkit, but with Chrome 33 stable release the software rendering issue should be fixed.

Now all we have to do is wait.. Fingers crossed
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Post » Tue Feb 18, 2014 6:28 am

While it seems that this is a driver/hardware to OS problem. I want to share a personal lesson I learned lately.

I was testing a game on an iPodTouch5g. All was fine I was getting 58-60fps. When I decided to start testing on my touch4G the fps dropped too 18-30. Of course the touch is weaker. But my game had very little graphics so I thought I would optimize. I learned a surprising lesson. So here it is and what I found.

First I did was strip out the big assets. result no difference in FPS.
I was very shocked that with no graphics my fps was abysmal. Ok I new my game only had visually about 12 objects on screen at a time, but still no difference.

So my next step was to identify what was killing FPS. The next step was cutting out un needed behaviours. Previously I found even behaviours like PIN would impact peformance in a big way even if Pin wasn't being pinned to anything. I had about +5 FPS performance.

Ok, so the next step was to start modifying game propertier. Make sure WebGL is on, HIGH DPI rendering..... boom +5 fps. i was getting 30 to 40 with no graphics and the better settings. But what was going on. No gfx, no objects and peformance was poor.

The next step was cutting out the code. I started disabling Events. I first started cutting Included Sheets. managed +3fps. Still not much though. Well after deleting EVERYTHING the game ran at 62fps.. YES.... but there wasn't anything. No GFX, no code.. NOTHING. But I knew that something in my code was killing performance.

So I put the graphics back in(re-loaded from a prior save) and ran with no Events what so ever(deletes the events). And much to my surprise the FPS was 60-62fps. O.o not a single image I used had any effect on performance. I learned very importantly an important lesson.

C2 has a great rendering optimization, but you as a coder can make very bad event code.... super bad event code. I finally isolated the code that was dropping my games performance by 25fps.

it was surprsingly a combination of Touch checks and setting the players speed/angle of travel by touch/mouse position.

If your developing a game. I suggest reconsidering Every Tick to update a lot less frequently.

So My suggestion if your having performance problem. Create a complicated scene and disable all your events for the scene and see if that improves things. If it does you like me need to go back and re-doe the event code.
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Post » Tue Feb 18, 2014 8:29 am

[QUOTE=lennaert]Mind you, windows xp is well over 10 years old, and its publisher released 4 newer operating systems which was supposed to replace XP.[/QUOTE]
When Windows stopped supporting XP Service Pack 2 (and announced they would shortly do the same with SP3), they revealed that around half of all computers still use XP. This was last year.
They claim it's a piracy issue, but in truth they've put out sub-par products, and many simply won't trust a newer version of windows unless they have to.
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Post » Tue Feb 18, 2014 9:06 am

@jayderyu

Good post. I found exactly the same thing as you. Mobile devices these days and even those from 2011 don't really give a stuff about massive art asset, they can crank it out at 60 fps easily. But there are things that really hurt performance of C2 games on mobiles:

1. Physics.
2. WebGL effects.
3. Rotating, changing angle, resizing objects every tick.. and some behaviours (thanks for headsup on Pin!).
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Post » Tue Feb 18, 2014 10:52 am

[[email protected] Australis] [QUOTE=lennaert]Mind you, windows xp is well over 10 years old, and its publisher released 4 newer operating systems which was supposed to replace XP.[/QUOTE]
When Windows stopped supporting XP Service Pack 2 (and announced they would shortly do the same with SP3), they revealed that around half of all computers still use XP. This was last year.
They claim it's a piracy issue, but in truth they've put out sub-par products, and many simply won't trust a newer version of windows unless they have to.[/QUOTE]


Actually ... it could very well be partiallly a piracy issue ...

Even now, millions of people still offer the cracked windows XP versions through torrents and what not.

Later windows system have better security in regards to the wga checks, which is getting harder to crack every version requiring more skills to apply them ... and more frequently.

People stick with what they think they know what works ...
There is an enormous amount of old PCs that lagg with newer OS versions and would require money for hardware too in order to upgrade. These systems are often given to relatives or children, keeping them in circulation. Its a bit like with semi old cars.

Also, many people think windows is too expensive and dont want to spent 150/20 bucks on some software thats being sold by the 100s of millions.
Who dares wins
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Post » Tue Feb 18, 2014 3:17 pm

Ugh, spent way to long writing a mega post reply to this, but one short, separate issue:

@Silverforce:

I don't have any experience with mobile, but I have noticed the simple act of moving/rotating objects really adds up if you have a lot of sprites...even on desktop. Does moving affect your fps as much as rotating? does disabling collisions completely (not just col events, but actually setting objects to default to no collision) have any effect?

Cheers, T
Don't lose your work. Backup your game with Dropbox.
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